Shader "EffectShader/Effectshader_ice"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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[Normal]_NormalTex("NormalTex", 2D) = "bump" {}
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_Shine("Shine", Float) = 1.2
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_Fresnel("Fresnel", Float) = -0.51
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_Power("Power", Float) = -0.51
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_Mask("Mask", 2D) = "white" {}
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[HDR]_Color0("Color 0", Color) = (0.5529412,0.8117648,1,1)
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
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Cull Off
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float2 uv_texcoord;
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float3 worldPos;
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float3 worldNormal;
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INTERNAL_DATA
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};
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uniform sampler2D _NormalTex;
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uniform float4 _NormalTex_ST;
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uniform float4 _Color0;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float _Fresnel;
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uniform sampler2D _Mask;
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uniform float4 _Mask_ST;
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uniform float _Power;
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uniform float _Shine;
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void surf( Input i , inout SurfaceOutputStandardSpecular o )
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{
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float2 uv0_NormalTex = i.uv_texcoord * _NormalTex_ST.xy + _NormalTex_ST.zw;
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o.Normal = UnpackNormal( tex2D( _NormalTex, uv0_NormalTex ) );
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float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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float4 tex2DNode38 = tex2D( _MainTex, uv_MainTex );
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float3 ase_worldPos = i.worldPos;
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float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
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float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
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float fresnelNdotV52 = dot( ase_worldNormal, ase_worldViewDir );
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float fresnelNode52 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV52, _Fresnel ) );
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float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw;
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float temp_output_54_0 = ( tex2DNode38.r * fresnelNode52 * tex2D( _Mask, uv_Mask ).r );
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float fresnelNdotV63 = dot( ase_worldNormal, ase_worldViewDir );
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float fresnelNode63 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV63, _Power ) );
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o.Emission = ( _Color0 * ( ( tex2DNode38 * temp_output_54_0 ) + ( fresnelNode63 * tex2DNode38.r ) ) ).rgb;
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float3 temp_cast_1 = (_Shine).xxx;
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o.Specular = temp_cast_1;
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o.Alpha = temp_output_54_0;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf StandardSpecular alpha:fade keepalpha fullforwardshadows exclude_path:deferred
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float4 tSpace0 : TEXCOORD2;
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float4 tSpace1 : TEXCOORD3;
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float4 tSpace2 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.customPack1.xy;
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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SurfaceOutputStandardSpecular o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
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clip( alphaRef - 0.01 );
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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